/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the file.
Save operation
True if the operation succeeds.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool SaveLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToSave, bool bOnlyIfIsDirty )